Rasputin
Also called: 拉斯普京 · Распутин Beta- Push to within secondary range (~5.2 km) so the secondary battery starts contributing damage
- Avoid: Torpedo Boat Brawling; with no torpedoes you cannot trade back a fight fought inside enemy torpedo range
On this page
Rasputin Community Stats
Across 410+ Standard battles from 67 players, Rasputin averages a 65% win rate, 59,200 damage and 1.1 kills per battle, and survives 37% of them.
Rasputin Community Stats
Log in to GamingDiver and upload your data to see Community Data for Rasputin: community win rate, damage, survival, spotting, and your own comparison.
Rasputin Community Stats
Record History
Playstyle
Overview
Rasputin is a Tier V Soviet secondary battleship with top-decile secondary reach out to 5.2 km: the kit rewards closing inside secondary range and letting the auto-fire battery work alongside the mains, not holding mid-range AP lines. She also packs the super-heal (1.2%/s, for 20 s, every 80 s, 2 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. Standout traits: sensitive AP fuse in T5 BBs (51 mm, 1st of 26) and fires per minute in T5 BBs (7.9, 2nd of 26). The trade is short gun range in T5 BBs (15.4 km, 26th of 26).
Positioning
Push to within secondary range (~5.2 km) so the secondary battery starts contributing damage. A secondary BB at mid range is wasting half her kit; the geometry that pays out is close enough that the secondaries DPM peer BBs instead of the main battery alone. The helm answers quickly (10.6 s), so she can break an incoming salvo that slower hulls have to eat.
Potato Avoidance
Torpedo Boat Brawling
With no torpedoes you cannot trade back a fight fought inside enemy torpedo range. Hold the band where your guns and secondaries punish them while their fish still fall short, and lean on armor and volume of fire instead of closing the last few kilometers into a spread you have no answer for.
Signature Traits
5.2 km secondary range, top decile of T5 BBs. The auto-fire battery reaches out before you're in a knife fight, so you start chipping earlier and hold the secondary sweet spot longer.
- Sensitive AP fuse · arms on 51 mm+ plate
- High fire pressure · 7.92 fires/min
- Super-heal
- Fast heal cycle · 11625 HP
400 mm citadel belt, best of T5 BBs. Citadels through angle are rare.
15.4 km main battery reach, bottom decile of T5 BBs. Outranged by peers; close distance or lean on terrain.
A brawler with no torpedoes: every trade is guns and secondaries. The sweet spot is inside secondary range but outside easy torpedo range -- close enough that the auto-fire battery works, not so close that a destroyer or torpedo cruiser lands a salvo you can't answer.
How to get Rasputin
Rasputin is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Event currency and Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.
- Event currencyBought with time-limited event currencies: Havoc Coins (Oct 2023) and Shadow Coins (Oct 2024).
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Best listed chance for this ship
-
Halloween '25 crate
1.5%
Tier V Premium ship
Event · Halloween '25 crate · 1 of 2 ships
Official WG availability sources
-
The Wave of Darkness: Halloween Starts
Event currency
Start: 2023-10-13
- Havoc Coins can be spent on the Commander guises of this year's heroes, Commander Progression Items, and even the dark mastermind Rasputin (Tier V battleship) for the first time ever!
-
Halloween Is Coming: Get Ready for Crimson Break!
Event currency
Start: 2024-10-11
- Here are some items available for purchase with Shadow Coins in the Store:
- Ships from previous Halloween events: U.S. Tier VI battleship Leviathan, Soviet Tier V battleship Rasputin, and British Tier V aircraft carrier Ark Royal in a special Halloween skin
-
Halloween 2025: Journey to the Underworld
Sale
Start: 2025-10-03
- 1x Ominous Coupon, granting 30% off these Premium ships: Rasputin, Leviathan, Blazing Dread, Scharnhorst '43, or Perth
Show direct source rows
- Halloween '25 crate 1.5% · Tier V Premium ship
Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.
Cohort position
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Where Rasputin sits among Tier V BBs (25 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.
See 21 mid-pack stats
Not standouts for Rasputin -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.
Peers in this cohort
Compare Tier V BattleshipsStats & specs
Customize in the Build Tool →ƒ
How far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.ƒ
180° − 148° (the most restricted aft-facing mount's arc) = 32° off bow; 180° − 138° (the most restricted forward-facing mount's arc) = 42° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.ƒ
In practice: the baseline curve for a standard battleship -- at max range (15.4 km) shells land in an ellipse about 214 m wide and 128 m tall. Also on this curve (68): AL New Jersey, Agincourt, Alabama, Alabama B, Arizona, Arkansas, Arkansas FE, Atlântico, BA Montana, Bellerophon, Bourgogne, California and 56 more.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 4.5 deg/s traverse speed = 40 s.ƒ
12 broadside guns x 60 / 30 s base reload = 24.HE shells
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51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).ƒ
4,500 HE damage x 12 broadside guns = 54,000.ƒ
54,000 HE full-salvo alpha x 60 / 30 s base reload = 108,000.ƒ
24 shells/min × 0.33 (33% fire chance) = 7.92.AP shells
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floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (15.4 km), where the shell has slowed to 414.5 m/s: .ƒ
8,600 AP damage x 12 broadside guns = 103,200.ƒ
103,200 AP full-salvo alpha x 60 / 30 s base reload = 206,400.ƒ
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.ƒ
Effective DPS: 1 raw aura damage × 3.5 × 0.75 hit probability = 3 - the same in-game units as the Close-range AA DPS headline.ƒ
Effective DPS: 4 raw aura damage × 3.5 × 0.7 hit probability = 10 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 3 + Near 10 = 13ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 90 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one AA mount is operational - it stops only once every AA mount is knocked out.ƒ
The activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 3 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.ƒ
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 20×1 130 mm (10/side) × 60/8 s × 1900 = 142,500. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).ƒ
Fires/min (per side) 6.8 × (1 − 0.233 fire resistance) × 60 s × 0.003 of max HP per second × 54,550 HP = 50,835. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
Secondary DPM (per side) 142,500 + secondary fire DPM 50,835 = 193,335: shell damage plus fire damage against one T5 battleship, every shell hitting.ƒ
20×1 barrels / 2 sides × 60 / 8 s × 0.09 (9% fire chance) = 6.8. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5.25 km × 57 + 30 = 329.2 m.ƒ
top speed / 4 + 4.9 = 25 / 4 + 4.9 = 11.2 kt. Base value; speed modifiers scale it.ƒ
Seconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (22.5 kt of 25.0 kt).ƒ
Time to reach 99% of top speed (24.8 kt of 25.0 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.ƒ
With the rudder hard over the hull turns 4.2°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4.5 − 4.2 = +0.3°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.42 km x 0.955 = 13.77 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 14.42 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.77 km.ƒ
max(main battery range, sea detectability 14.42 km) = 15.4 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 11.53 km + gun-firing bloom 6.1 km = 17.63 km. The bloom tracks main-battery caliber 305 mm × 0.020 = 6.1 km.ƒ
Sea detectability 14.42 km + 2.0 km while burning = 16.42 km.ƒ
Air detectability 11.53 km + 3.0 km while burning = 14.53 km.
Damage Control Party3 charges · 30 s reload · 15 s active
Repair Party2 charges · 80 s reload · 20 s active · 11,625 HP (25% of max HP) total heal (per charge) ƒ
0.0125 of max HP per second (1.25%) × 20 s effective active time = 0.25 of max HP × 46,500 HP = 11,625 HP: up to 25% of max HP restored per charge.ƒ
0.25 of max HP per charge × 2 charges = 0.5 × 46,500 HP = 23,250 HP: up to 50% of max HP if the whole Repair Party loadout is used.ƒ
0.0125 (1.25% of max HP) × 46,500 HP = 581 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Under the hood
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All values are ship base stats with modifications and upgrade changes denoted inline.
The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.
Main battery formulas
The standard battleship dispersion curve.(166.7 × (12 − 2) / 1000 + 2) × 30 = 110 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.(333.3 × (12 − 2) / 1000 + 2) × 30 = 160 m. How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.(500 × (12 − 2) / 1000 + 2) × 30 = 210 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 15400 m. Below the kink: , so .How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 15400 m. Above the kink: , so .How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 15400 m. Above the kink: , so .AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 613 m/s is the shell's speed when it arrives at 5 km (from 762 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 498.9 m/s is the shell's speed when it arrives at 10 km (from 762 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 419.9 m/s is the shell's speed when it arrives at 15 km (from 762 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 762 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 762 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.4 mounts × 3 barrels = 12; all 12 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.AA defense
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 63 5mm 2x1 -> 3 DPS @ 3 km; MachineGunMaxim 7 62 4x1 -> 10 DPS @ 1 km.@ 3 km: 3 from one family; @ 1 km: 3 + 10 = 13. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.3 + 10 = 13 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1 km).3 × 3 + 10 × 1 = 19. SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.Secondary battery dispersion
Same per-type line evaluated at a fixed 5 km: 5 km × 57 + 30 = 315 m.Secondary battery firepower
The only family (130 mm): 1900. Maximum HE damage per shell across secondary HE families. Best on this ship: 1900 from the 130 mm family.The only family (130 mm): 9%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 130 mm family.The only family (130 mm): 22 mm. Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 22 mm from the 130 mm family.Ship Charts
Background
There it is, the very menace that continues to threaten our world! Commanding legions of horrific monsters, Rasputin is a terrifying sight to behold. Want to play the baddest ship of them all? Rasputin is your choice!
Armor Beta
Hull HP 46,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 33+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 60s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 25 mm primary (range 25–200 mm) | 2,100 (5% of HP) | Overmatched by 380mm+ AP (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 100 mm primary (range 16–300 mm) | 34,900 (75% of HP) | No common AP caliber overmatches100 mm: standard HE shatters; improved HE (DE / FR BB) pens from 406mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 25 mm primary (range 25–200 mm) | 1,600 (3% of HP) | Overmatched by 380mm+ AP (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 270 mm primary (range 25–400 mm) | ≈ 165,500 (effectively no cap) | Citadel pen: full damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10. |
| Superstructure | 6 mm primary (range 6–400 mm) | 200 (0% of HP) | Any HE ≥16 mm pens at full damage | Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP). |
| Turret (module, per magazine) | separate HP pool, does not drain ship HP | 23,300 magazine HP | Turret knocked out | Per-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster. |
| Secondary mount (130 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value. |
| AA mount (63 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast. |
| Rudder (module) | separate HP pool, does not drain ship HP | 14,000 module HP | Incapacitated at 0 HP | When module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party. |
Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.
Balance History
Balance updates affecting Rasputin. Cards are condensed; use each source link for full context.
Halloween Update: Misty Voyage
- Secondary battery firing range increased from 4 to 5.25 km.
- Secondary battery reload time reduced from 12 to 8 seconds.
- Armor buff:
- Bow and stern armor plating increased from 19 to 25 mm.
- Torpedo bulge armor plating increased from 25 to 32 mm.
- Casemate armor increased from 75 to 100 mm.
- Citadel side armor increased from 13 to 32 mm.
- Superstructure plating thickness increased from 13 to 16 mm.
- Updated the ship traits of Rasputin: Sure Shot and Modest Guns replaced with Guns Aplenty and Secondary Reach.
Skins & permanent camouflages
Every custom exterior Rasputin can equip.
DefaultThe ship’s standard exterior
Primary official WG sources
Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.
